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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-05-07 00:00:00Z and 2019-05-08 00:00:00Z
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ChillerDragon 2019-05-07 10:25:24Z
10:25
where does this even arrive?
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github down
10:59
online again
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It goes to the Ubuntu/Debian maintainers of the DDNet package @ChillerDragon
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Fuck this, filebased scoresystem doesnt work again on my linux server. Why does it only work sometimes?!
12:01
now it works again
12:01
.__.
12:01
i dont get this
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ChillerDragon 2019-05-07 13:15:48Z
what doesnt work?
13:16
file problems can be caused by permission errors and missing directorys or incorrect paths
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Hello, I'm advertising for my new blog post where I talk about my new hardware, my first experience with Arch Linux and my Windows virtual machine for gaming! https://timakro.de/blog/new-hardware-switching-to-arch-linux/
While playing The Witcher 3 on my old dual-boot system I realized that it was time for an upgrade. I would take this opportunity and try Arch Linux after all my life with Debian and also PCI passthrough which sounded very exciting. Running Windows in a virtual machine is a vi...
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ChillerDragon 2019-05-07 14:49:56Z
i need a adblocker for discord
feelsamazingman 1
f3 1
14:49
-.-
14:50
jk nice blog @timakro i liked the thingy were you built this flying drone or what ever
14:51
here Quadcopter programming bare metal
14:51
big fan
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@ChillerDragon can you gimme an adblocker against fok?
banhammer 1
poggers 1
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@ChillerDragon will be continued 😄
14:52
waiting for a part from china xD
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@Deleted User fok u
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fokkonaut him? troll
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fokko me
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ChillerDragon 2019-05-07 16:34:31Z
fik you!
16:35
yo @fokkonaut create an map with fikmesan and call it fikkonaut
16:35
xd
16:35
a*
16:35
Fikkonaut
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ChillerDragon 2019-05-07 16:36:28Z
fokmesoon
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@timakro did you give proton a try, I was looking to do a passthrough setup until I tried proton
17:35
it works quite well really
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proton is gud
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First time I replied to a scam email :/
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Chinese domain name scams have become popular and successful. Don't let them rip you off. We will explain exactly what these scams are, but first it's more important to understand what started them.
19:03
Because I didn't recognize it as a scam
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@Learath2 i guess, but don't want to do that. tried it with one game, it worked okayish, i had some issue which i don't remember why i went to dual booting again. then it doesn't work for every game, there's performance issues, it won't work with new gpu features like raytracing for a long time, and the portion of games i have in shops other than steam is growing
19:32
i really appreciate what they're doing with proton but i'm sick of wine + games
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some games definitely don't work well yeah
19:33
the ones I frequently play work fine, and I keep a dual boot for anything new I want to try, but I certainly do understand the desire for passthrough
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ah i remember it was overcooked i tried it with
19:33
i think in home streaming didnt work
19:34
yeah that's a good approach
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I would love to have passthrough if only i could get the card to be used on linux when the vm isnt booted up
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i just switched after proton came
19:34
but trying if proton works and otherwise using dual booting sounds good
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i have pretty good experience with wine tbh
19:35
DXVK = even newer games work
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yep, i pretty much decided to play any gpu heavy games on windows now, just teeworlds on linux right now ^^
19:35
thats sad, i'd like to push the usage stats towards linux
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i didn't have a good experience with wine, i don't really know what proton does different or if it's just that wine has gotten much better but proton works really well for a lot of the games
19:36
like dark souls works amazingly e.g.
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i guess they just do the testing and configuring for you
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@Learath2 proton converts directx calls to vulkan calls
19:37
they got valve support so
19:37
i think wine uses opengl
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i believe they contributed major stuff to wine
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proton is basically many wine versions
19:37
it always uses the wine version worked best
19:38
and some other tricks
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wine 4 got vulkan
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they got envy
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might be that thats the work of valve actually ^^
19:39
no idea (edited)
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proton doesn't do anything iirc, it's like that tool lutris or sth
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well you need to use wine staging ofc
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no its not valve work
19:39
that wine is working on vulkan too
19:39
they dont use dxvk
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i just know they paid people to work on wine
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best would be to make all games linux available natively
19:39
why is it so hard
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directx
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bcs linux = 100000 differences xD
19:40
its microsoft marketing shit
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actually u cant only blame microsoft
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they made shady things to remove opengl on windows vista
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tbh it's quite hard to have your game not work cross platform nowadays
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and their whole marketing saying opengl is worse
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there needs to be more standard between all the tools, drivers etc
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@Deleted User windows pushes their standards by putting millions
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yeah modern game engines support alot of cross plattform
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directx is the only thing I can think of being a half decent reason
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its not the way to go
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but be honest SDL is the proof it doesnt really work good xD
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what doesnt work good
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too many bugs and work arounds always
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ehh idk
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but for big productions it might still be a lot of money that goes into all the overhead of QA and testing
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Often, when we meet other game developers and say that we use OpenGL for our game Overgrowth, we're met with stares of disbelief -- why would anyone use OpenGL? DirectX is the future. When we tell graphics card representatives that we use OpenGL, the temperature of the room d...
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I'd really be okay with them releasing it untested for linux to begin with
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and the linux market is so so tiny
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@timakro because windows marketing
19:42
and because
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that would help fuel the market
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they would never do that, big companies are so scared of their name getting destroyed because something isn't working or not supported well
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opengl and directx are just apis/interfaces basically, they don't specify alot of the underlaying implementation
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the main reason is windows comes preinstalled on the computers
19:43
ppl dont want the hassle to install a OS
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directx is not hugely different, so yes, use opengl xD
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iirc directx does do some things that aren't too easy to emulate with opengl
19:43
wine people were complaining about it a couple years ago 😛
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directx tries to support alot of extensions too
19:44
like ray tracing xD
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Microsoft initiated a fear, uncertainty, and doubt (FUD) campaign against OpenGL around the release of Windows Vista. In 2003, Microsoft left the OpenGL Architecture Review Board -- showing that they no longer had any interest in the future of OpenGL. Then in 2005, they gave presentations at SIGGRAPH (special interest group for graphics) and WinHEC (Windows Hardware Engineering Conference) giving the impression that Windows Vista would remove support for OpenGL except to maintain back-compatibility with XP applications. This version of OpenGL would be layered on top of DirectX as shown here, (from the HEC presentation) causing a dramatic performance hit. This campaign led to panic in the OpenGL community, leading many professional graphics programmers to switch to DirectX.`this is how microsoft works
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i'm not sure but doesn't every engine support either opengl or vulkan?
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@timakro they may do their own game engine too
19:45
and unreal engine games are usually released on epic shit store which is windows only
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tbh all opengl versions before 4.0 are mess xD
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vulkan is the solution
19:45
@Deleted User the blog is a bit old already xd
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unreal and unity support opengl, vulkan and directx iirc
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3.3 = 4.0 without tesselation btw
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there was no vulkan back in time
19:45
unity sucks
19:45
godot best
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there are a lot of unreal engine games that aren't released on epic store
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pubg is powered by ue4 e.g.
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do they want force it in future @Learath2 ?
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@Learath2 yeah u dont know if they will force it
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I haven't seen any talks relating to that @Deleted User
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knowing they have been buying game releases
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ok
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it wouldnt suprise me
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I doubt they will, they already make a metric fuckton of money from the sales of ue games
19:47
it's also very nice that the entire engine source is available to you
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@Ryozuki is godot pure opengl?
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look the stupid comparisions they made back in time, as if brighness change means it improved, but dumb users believed it
19:48
@Deleted User yes i think they will also add vulkan
19:48
and its MIT and no royalities
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interessing, they probs ran into insane amount of driver bugs already XD
19:48
basically all old AMD cards xD
19:48
or more like ATI
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@Deleted User unlike us in this game they got shitload more contributors
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xD
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at the end thats why enginers are made
19:49
so u dotn have to hassle wiht it
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godot hmm, where do i know this
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I think they had a couple GSoC projects up
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whats gsoc
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google summer of code
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yep, I wanted to finish up their JavaClassWrapper
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wait, is there smth like this for duckduckgo!?
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but then I noticed that I don't really have time for anything but school :/
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i want to learn kotlin and see why its better than java
19:50
but im 2 lazy
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lmddgtfy.com ?
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Let Me DuckDuckGo That For You helps you share the wonder and amazement of DuckDuckGo.com
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uhh it even introduces typos
19:51
in the animation
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I'm supposed to be polishing my Java, but instead I'm helping people with their c++ homework
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I have a thing for CS homework, I just cant stop doing other peoples
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wow in only 4 years
19:52
not bad
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i usually have 1 commit / 10 years xd
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i run the cemu wii u emulator on my windows vm to replay zelda botw
19:54
emulator in virtual machine 😄
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I'm playing botw on switch, right now 😛
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i played it on wii u and then sold my wii u ^^
19:54
such a great game
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the game looks great without these stencil outline effects xD
19:55
saw a video while ago
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oh and in 60fps full hd 😄
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the sheer size of the map still surprises me
19:55
I love that shader/effect
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the cell shading look is nice
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stylized graphics done well look soo good
19:55
looks*
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i hate it xD
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tbh when you have a higher resolution you begin to see the limits of this style
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cemu are the people that wouldn't make their emulator open source right?
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right :/
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yeah, remember reading the stupidest statement about open source from the guy
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actually they seem to be supportive once you hack into it via replacing shared libraries and prove that you're skilled (edited)
19:57
see cemuhook
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they should really just release the source
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as they put it they are scared of getting overrun with patches
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yeah but they are free not to accept any PR
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and people would be free to fork, i think it's just ego as always
20:00
they probably don't want people using a forked "cemu" that would be getting patched for random games
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maybe they stole information from nintendo
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or that 😄
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the community might force them to add the hack fixes then
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rpcs3 e.g. is doing quite well
20:00
they don't accept any hacks either
20:01
I wanted to contribute a little to rpcs3 but playstation 3 is such a weird machine
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i agree the source should be public, but i also understand them, it's there income after all, probably scary
20:02
i can't image
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oh, they get paid for it?
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its crowd funded or patreon
20:02
not sure
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well it makes more sense now
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Become a patron of Team Cemu today: Read 90 posts by Team Cemu and get access to exclusive content and experiences on the world’s largest membership platform for artists and creators.
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money is always the problem in this world 😄
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but I highly doubt anyone would stop funding them tbh
20:03
I should try coding an emulator sometime, maybe a n64 one
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@Deleted User dont tell me u like borderlands graphics
20:04
those look horrib le xd
20:05
idk how ppl like that
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as i said, i hate cell shading xd
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borderlands is not really my thing, game looks too realistic for it to go well with stylized graphics imho
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dota 2 best
20:06
and its linux native
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anyone want to do some code review for me? just a skim over
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is it smth big
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GitHub Gist: instantly share code, notes, and snippets.
20:07
that huge image though... discord pls
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fire!!
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I don't really like coding in c++
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oh i thought it was ddnet xd
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no it's not ddnet, if it was ddnet I'd have put up a PR 😛
20:09
it's a friends homework, it works for a quick go at it, but I'm not too sure of the OOP and the usage of c++
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CStockItem{t...} is ... here a spread operator?
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that was totally unnecessary, but kinda yeah
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u use a spread op to initialize 2 values? :o
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told you, totally unnecessary 😄
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and why is it a template
20:11
oh
20:11
for the spread
20:11
yeah
20:11
xd
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so I can pass on 😃
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is this some code for mcdonalds xd
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basically
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TAX_RATE 0.08
20:13
thats a nice tax
20:13
here its 21%
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Specifically I'm not too sure about CStockItem and it's derived classes
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the naming is definitly bad
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ignore that they are basically the same (it was required by the homework to use polymorphism for it)
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CStockFluidItem
20:13
or smth
20:13
would be better
20:14
im bad at naming too xd
20:14
but CStockItemType2 3 looks bad
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yep definitely, I should have defined an enum with the types and named the classes properly
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i would also remove the template i dont know why its used
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how about the std::static_pointer_cast<CStockItem>(std::make_shared<CStockItemType1>(Count, Price, Name, Type)); 😄
20:14
It makes my eyes bleed
20:15
std::vector<std::tuple<std::shared_ptr<CStockItem>, int>> m_vIngredients;
20:15
does it rly need to be a pointer
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yep, because the stock decreases as people order
20:16
so I need to point to the item and not have a copy of it
20:17
also std::tuple is so awkward to use, is std::get really the way to use it properly?
20:17
this definitly looks ugly xd
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yeah it makes me sad to see that part
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i dont like working with data structures and the c++ standard library
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@Learath2 3 item types have a int and a double right? i think u dont inheritance here
20:18
u could rly have only one class
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yeah I told you that already
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ups im blind
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"ignore that they are basically the same (it was required by the homework to use polymorphism for it)" 😛
20:19
I never would have made such an abomination if I didn't have to
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u did it or a friend??
20:19
i cant see u doing this
20:19
xd
20:20
tuples have a v.first and v.second
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I did it as a quick coding exercise
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i guess std::get is a way to get them but u can do it directly
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it was a friends homework, i just like doing those for some reason
20:21
@timakro what else is there? boost data structures?
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@Learath2 i present u smth that will make u die: https://en.cppreference.com/w/cpp/utility/any
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@Learath2 there is nothing else
20:21
you could use another language
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or hack ddnet
20:21
and dont touch data
20:21
xD
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I don't really use c++ for anything, I'm more of a C person
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coding in C is so simple and i like it
20:22
but c++ sometimes its a mess xd
20:22
does vulkan also work as a complex state machine like opengl?
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std::any? what does that even
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@Learath2 hold any value type
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ddnet doesn't use the standard library for data structures and the data is not too complicated
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@Learath2 u have to cast it with
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like all my prs to ddnet are mostly simple logic things
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std::any_cast
20:23
xd
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I kinda like the teeworlds safe-space 😛
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no std::map<std::string, std::shared_ptr<CItem>>;
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i will fix 5 more issues next october @deen
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@timakro xd
20:24
i didnt got my tshirt
20:24
so sad
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I got mine
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@Learath2 i've seen worse when i did a-star xD
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they forgot me :(
20:25
i like std::map
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that example was pretty tame 🙂
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i made a homing grenade in teeworlds for chillerdragons mod with a star
pepeH 1
20:25
it was terror
20:25
nooo your t-shirt 😦
20:25
they ripped you off
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I really want to learn more c++, but I also want to stay the fuck away from it at the same time
20:26
I'm conflicted
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i feel with you
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i actually hated java but i made some mc plugins and kinda enjoyed it so i have confusing thoughts
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heh, I also made a mc plugin or two back in the day
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i think you can't know and use ALL c++, everyone's just using a subspace of features, right?
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knowing all c++ is impossible
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@timakro yeah surely, but c++ people seem atleast more fluent with the standard library and the template metaprogramming stuff
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@Learath2 best thing is <=> a.k.a spaceship operator coming in c++20 troll
20:27
3 way comparision
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what I HAVE to practice more is OOP itself
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ye i find ur code a ugly example of oop
20:27
idk
20:28
i am bad reviewing since i never done it
20:28
xd
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I'm so bad at designing out the structure, I mean I always end up with sth that works
20:28
it's never very clean OOP, like that example, all the classes depended on eachother, very bad encapsulation
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i have zero experience with the architecture of big projects with OOP
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why u dont make a cstockitem interface and implement it with diferent classes
20:29
IStockItem
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how is this game called in english
20:29
this dict.cc says ludo
20:29
dict.cc | Übersetzungen für 'mensch ärgere dich nicht' im Englisch-Deutsch-Wörterbuch, mit echten Sprachaufnahmen, Illustrationen, Beugungsformen, ...
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oop in big projects if well done its pleasure to code in well idk if i ever used a big project
20:29
xd
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i did this with c++ oop
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@Ryozuki that's what I had in mind at the beginning, but then I was like, y not just make it a base instead of having an interface
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but mc forge uses lot of it and its fun
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my architecture was TERRIBLE
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interfaces are good
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@timakro huh, some guy around here was asking for people to code ludo for him
20:30
you did it for him? 😛
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teeworlds interfaces
20:30
arent good imo
20:30
i dont like them
20:30
they just useless
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people would take turns, there was an AI you could play against and it was making sure the rules were not broken
20:31
ahem, not talking about that
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@Learath2 hav u participated in a ludum dare?
20:31
i would enjoy doing it if i had any time xdd
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u want to look at this code again let me find it ^^
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always wanted to, I either don't have the time or I'm way too depressed
20:31
it's a vicious cycle
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but man why they never do a ludum dare in summer
20:32
when i got nothing to do
20:32
they do it in april and october
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@timakro where is that fckn homing missile :( Why did you delete it?
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fck it
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yeah I would def do one in summer
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hahaha
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oh https://gamesdonequick.com/ its soon ^^ always fun to watch
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@Ryozuki siO does gamejams every so often
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the homing missile still haunting me, quite ironic, like it would be homing towards me
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@timakro please send code
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i dont have it anymore
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Whaaat
20:33
hy
20:33
why*
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@timakro how did you have it follow? linear interpolation?
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the pathfinding was tile based
20:35
yeah there was some interpolation to make it look smooth
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like was it just every tick taking a step towards you on the shortest path?
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hi jao
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i dont know anymore
20:36
i think it had an performance issue haha
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sounds like a fun project
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i needed to cap the distance, i never made it so that it could distribute the load accross multiple ticks
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35 mins @timakro
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lmfao so its very short game
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lol no
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if 35 mins speedrun any% then its short af
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damn, they got it all the way down to 35
20:38
@Deleted User it's not glitchless lol
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ye this guy dumb
troll 2
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i never saw a speedrun of this game
20:39
no idea how it works
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a inbounds portal run :D
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they just run for the castle?
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always fun to watch
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do you need to finish the 4 shrines on the plateau?
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@timakro watch it
20:39
speedruns are amazing to watch
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and if ur creator of the game ur gonna shit urself 100%
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no i would find it funny
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anyone saw the celeste speedrun of last agdq?
20:41
it was gud
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i played that game so this was impressive
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just play kaizo troll
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@timakro you are not willing to redo the a* right? xD
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but a tip: if you try to do the pathfinding in one tick you run into performance problems
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just use anti ping + aimbot troll
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unless you just want to go a range of 30 tiles or so
20:43
well idk the range
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how to do it in multiple ticks then,m
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might be more
20:43
it cant be 30 must be much more i guess
20:43
but it became a problem
20:44
yeah it becomes super hard then ^^
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sounds like too much for me xD
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you can do it in one tick and just cap it
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i dont have any idea of a* :o
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i just looked at wikipedia
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@timakro botw speedrun used to abuse the magnet and blocks, dunnho how they do it now
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i watched a few lets play episodes of my favorite channel, they thought they could use the physics engine to build a seesaw and catapult themselves to the shrine on the mountain. it was very disappointing ^^
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@fokkonaut the idea is you have an acceleration vector that always points towards the tee from the projectile, apply it each tick until your velocity vector is inline
20:48
@timakro 😄
20:49
@fokkonaut or you can do proper pathfinding yeah
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getting a grenade bullet to look floating is hard enough, the code is in the chillerdragon mod 😄
20:50
I have it already :p
20:50
i made a straight grenade
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its_a_rocket_then
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@jao nice
20:51
pic
✅ 1
👅 1
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thanks ryo
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You could even do a* every third tick or sth
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why m_Owner != -1 and m_Owner >= 0
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in other news, matcha is pretty enjoyable
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@jao ?
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read correctly
20:54
makes sense
20:54
i mean
20:54
yea
20:54
i could make it both >= 0
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m_Owner >= 0 <=> m_Owner != -1
20:56
@Ryozuki what does <=> do in c++20?
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spaceship operator
20:56
3 way comparison
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@Learath2 3 way comparision
20:56
xd
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also I saw std:🗺:contains in c++20, why wasn't that in before is beyond me 😛
20:56
WOW
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nice emoji
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In computer science, a three-way comparison takes two values A and B belonging to a type with a total order and determines whether A < B, A = B, or A > B in a single operation, in accordance with the mathematical law of trichotomy.
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std::map::contains
20:57
poggers
20:57
@Learath2 spaceship operator is called
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<=> sounds useful in some cases
20:58
modules
20:58
if c++ got a good lib packagement
20:58
it would be
20:58
such pleasure
20:58
its pain rn
20:58
specially thanks to windows
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@Learath2 how is <=> usefull
20:59
isnt it always true
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a < b || a == b || a > b (edited)
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0 means ==
21:00
it's useful the same way strcmp is useful
21:00
e.g. when sorting
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lol true
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i think -1 is <
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I made droppable weapons guys
21:01
with f4
21:01
it will drop in watch direction
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item drop hack confirmed
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ban fokko
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and it will disappear on collision with shield
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This series explains the mathematical theory behind equivalence and ordering relations and gives an overview into the new three-way comparison operator. Now we finally talk about three-way comparison.
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and it can use teleporter, speedup, stopper tiles
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teleporter
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sounds too mathematical for 2300
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@jao yea
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@Learath2 look at this xd
21:03
yes c++17 allows initializer in if
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droppable weapons could be a cool idea for a coop map maybe
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and i added flags, which you can drop witu f3, and you can hook them and they also can use tp, and they can use checkpoints aswell amd kill tiles (ofc also speedup and stopper)
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Finally initializers in if statements, i've waited so long
21:03
declarations* actually
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c++20 may include ranges
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like python?
21:04
that would be fun
21:04
or maybe
21:04
for x in 1..10
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I like that c++ adds this stuff, I hate the syntax they go for though
21:05
ranges would probably end up something like std::range<int>(1, 10)
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@Learath2 i made it so that you can drop 5 weapons of each type at max, if you drop a 6th grenade for example, the first will be reset. (or after i think 5 min after drop, they begin to despawn aswell)
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that won't work too well for ddrace
21:06
why did you do it like that?
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Because you could easily spawn
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I guess it'd be nice for a vanilla or zombie type thing
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if you pickup and drop
21:06
standing in a weapon
21:06
tile*
21:06
entity*
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Oh, i'd totally make pickups that disappear after picking up first
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a weeb followed me, anyone knows him?
21:07
troll
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@Learath2 also have them, i have a vanillamode (can be given to single players)
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might be a cool map idea for ddrace maps aswell
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true learath2
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@jao y xd
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some interesting coop can be explored
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thought the same
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dropping weapons?
21:09
u would need to make pred code too
21:09
have fun
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@Learath2 if youre interested in the code, just look at my repo, whether you press f4 is checked in CL_VOTE in gamecontext, the drop itself is in character::DropWeapon and it will then spawn a new CWeapon (weapon.cpp) https://github.com/fokkonaut/BlockDDrace
BlockDDrace is a mod for Teeworlds, developed by fokkonaut - fokkonaut/BlockDDrace
21:09
@Ryozuki no? Its an entit of type CPickup
21:10
enitity*
21:10
u dont drop it as in affected by gravity
21:10
well ok
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nvm we had difeent ideas
21:10
or i understood wrong
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oh, it doesn't move when dropped?
21:10
xd
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@Learath2 see CWeapon::HandleDropped()
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dropping weapon with speed towerads partner
21:11
this is a cool feature we could have
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Improvements can always be made
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yes, it should act like throwing flags on block
21:11
and bounce xD
21:11
no idk
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ye bounce
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@timakro it does right now
21:12
check the mod, compile, test xd
21:12
my mod* xd
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but projectiles dont have gravity in the base game, right?
21:13
oh wait
21:13
not projectiles
21:13
weapons
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Pickups
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ah a flag is a pickup as well?
21:13
a flag is a CFlag
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still both have gravity?
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yes ofc
21:13
flags do have gravity in vanilla
21:13
ever killed holding a flag?
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yes we know flags have gravity 😛
21:14
we are wondering if your weapons have gravity
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it does
21:14
check HandleDropped()
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does cflag inherit cpickup?
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they can also use speedups, teleporter (yes, also cp) and stopper tiles
21:15
@timakro ?
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just wonder where the gravity code is
21:15
maybe its for every entity
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all entities are affected by gravity?
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if you want it, yes
21:15
m_Vel
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there are not that many entities in the base game
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m_Vel = Tuning->Gravity (edited)
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ddrace added all this stuff thats not moving (edited)
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@Learath2 look into CWeapon::HandleDropped(), the first line of it tells the gravity
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how does it look without prediction?
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Never checked actually
21:17
You can try it on my server
21:17
type my name, join press f4
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i also wonder where is the gravity code for the flag
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check flag.cpp
21:18
HandleDropped()
21:19
Vanilla has it inside of gamemodes/ctf.cpp
21:19
in the Tick function, aswell as positioning
21:19
m_Pos = m_pCarryingCharacter->m_Pos
21:19
i moved it into flag.cpp
21:20
i dont want a for (int i = 0; i < 2; i++) inside of my ddrace.cpp
21:20
and then checking for flags
21:23
all entities inherit from CEntity, which contains m_Pos, m_Vel and that stuff
21:23
Gravity is basically m_Vel.y = Tuning()->Gravity;
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@Learath2 interesting for you could be the flag hooking, go on my server, grab a flag and drop it with f3, you can see you can hook it. The original hook flag code is by Blue, but he made it fucking crash unsafe and very rushed und unpolished I made it way better and added extra stuf to the flags, you can check most of the code in gamecore, but some in character (search for FLAG_RED in both files)
21:36
sadly, no prediction. But that cant be fixed i guess
21:36
(Without client editing)
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